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[CS:GO] de_Transit

  • Fnugz
  • November 25, 2015 at 9:07 PM
  • OrnateBaboon
    • January 19, 2017 at 8:13 PM
    • #41

    Map is looking great! I love the real world plausibility in all the new screenshots. Can definitely imagine walking around a place like this. Some feedback.

    This room looks a little "boxy". Perhaps some kind of corner bit could be added to detract from this? The other images are more for examples where potentially flat walls are more interesting (inset walls, pipes, broken ceiling tiles and fences). I see a few areas where these kinds of things could be used.

    I know this might come across as nit-picking, but it is clear you guys mean business with this, so the criticisms are inevitably going to seem a lot more pedantic.

    Looking forward to more progress shots!

  • Lizard
    • January 31, 2017 at 11:32 AM
    • #42
    Quote from OrnateBaboon

    On 1/19/2017 at 9:13 PM, OrnateBaboon said: Map is looking great! I love the real world plausibility in all the new screenshots. Can definitely imagine walking around a place like this. Some feedback.

    This room looks a little "boxy". Perhaps some kind of corner bit could be added to detract from this? The other images are more for examples where potentially flat walls are more interesting (inset walls, pipes, broken ceiling tiles and fences). I see a few areas where these kinds of things could be used.

    I know this might come across as nit-picking, but it is clear you guys mean business with this, so the criticisms are inevitably going to seem a lot more pedantic.

    Looking forward to more progress shots!

    Display More

    This took me so long to asnwer :D Sorry. I'm trying really hard to fight with boxyness right now. You are right about that room right there. :) We should have something to show in next 2 days.

  • will2k
    • January 31, 2017 at 5:06 PM
    • #43
    Quote from Vorontsov

    On 1/18/2017 at 0:37 AM, Vorontsov said: http://# Hide contents

    [Blocked Image: https://i.imgur.com/fyRnRQN.jpg]

    We are hard at work to make Transit great again

    Very nice prop collection

    Keep up the good work, nimble navigator :)

  • Cookiez
    • February 3, 2017 at 3:06 AM
    • #44

    Looking great! Can't wait for its release.

  • Lizard
    • February 9, 2017 at 7:13 PM
    • #45

    As we are getting closer and closer to the playtest here are some new fresh screens. This is a set up area for T's leading to B bombsite.[Blocked Image: http://i.imgur.com/uWIQxHS.jpg]

    [Blocked Image: http://i.imgur.com/SafxYL2.jpg]

    [Blocked Image: http://i.imgur.com/HaDqzGK.jpg]

    Best Regards ! :)

  • Vorontsov
    • February 25, 2017 at 10:03 PM
    • #46

    Remember that Papa tomm's meme? It was incredibly hard and frustrating but here it is. I think it's good enough. Thanks @tomm for the help with the 2nd UV channel chaos.

    [Blocked Image: https://trello-attachments.s3.amazonaws.com/57332d660446bf02e8651f56/58b0a02adb6ea60f6408cd03/bfd1a3e8166a3519a8a04835566573df/2.jpg]

    One of the goals with the remake was to match the reference much closer, whereas the original one was bland. The original one was also made entirely of brushes except for the doors, this one is just one model, clean and easy to manipulate. (doors are still separate, but also completely new!)

  • esspho
    • February 28, 2017 at 11:13 PM
    • #47

    Very nice @Vorontsov.

    I would only suggest to alter that font to better match the art deco-like look from your reference. Right now it looks like you added some random lines to the characters.

  • Vorontsov
    • March 1, 2017 at 11:04 AM
    • #48
    Quote from esspho

    11 hours ago, esspho said: Right now it looks like you added some random lines to the characters.

    That's precisely what I did :D. Thanks I'll keep it in mind.

  • Pivac
    • March 1, 2017 at 2:33 PM
    • #49

    Looking great, custom props are lovely. Sewers are perhaps a bit too dark though.

  • MikeGon
    • March 1, 2017 at 9:11 PM
    • #50
    Quote from Lizard

    On 2/9/2017 at 2:13 PM, Lizard said: [Blocked Image: http://i.imgur.com/SafxYL2.jpg]

    Looks great! I really like this area!

    Maybe it's missing a cover or two on the higher section here though? What do you think?

  • Lizard
    • April 12, 2017 at 11:29 AM
    • #51

    Hello everyone! We are very close to release and I would like to share with you some of the screens from A bombsite for the first time.[Blocked Image: http://i.imgur.com/xacNXkb.jpg]

    [Blocked Image: http://i.imgur.com/gvHvOIL.jpg]

    [Blocked Image: http://i.imgur.com/mcpVb3P.jpg]


    We might release later today when we fix all the issues with current versions.@MikeGon Sorry for late reply :D The area really plays smooth and the lower part of the room is more save route to take. Ct can't really get there before you. Cheers !

  • Klarkie8
    • April 12, 2017 at 11:36 AM
    • #52

    Nice job, it looks great!

  • Serialmapper
    • April 12, 2017 at 1:28 PM
    • #53

    HR textures...mmmm tasty!:P

  • Jiro
    • April 12, 2017 at 5:59 PM
    • #54

    I love everything you do. How does the Tourniquet for tickets plays? Like a clipped stuff you jump over or you can walk though it ? Noobs questions: The textures and props you got, you made them? You find them on custom sites? They are included in the basic SDK? Everything look so much better than on my works I wonder how you archieve this.

  • Vorontsov
    • April 12, 2017 at 7:14 PM
    • #55

    @Jiro Yeah I make all the custom content for this map. Thank you for the kind words. :)

  • Lizard
    • April 13, 2017 at 11:01 AM
    • #56
    Quote from Jiro

    17 hours ago, Jiro said: I love everything you do. How does the Tourniquet for tickets plays? Like a clipped stuff you jump over or you can walk though it ? Noobs questions: The textures and props you got, you made them? You find them on custom sites? They are included in the basic SDK? Everything look so much better than on my works I wonder how you archieve this.

    Hi man. You can easly pass the Tourniquet. We are working on them to be fully animated but there are some issues atm.

  • Squad
    • April 13, 2017 at 2:30 PM
    • #57
    Quote from Lizard

    3 hours ago, Lizard said: We are working on them to be fully animated but there are some issues atm.

    Do they work both ways? :D

    [Blocked Image: https://i.makeagif.com/media/7-22-2015/7HIRJ8.gif]

  • Lizard
    • April 14, 2017 at 11:48 AM
    • #58
    Quote from Squad

    21 hours ago, Squad said: Do they work both ways? :D

    [Blocked Image: https://i.makeagif.com/media/7-22-2015/7HIRJ8.gif]

    Kinda :D

  • Lizard
    • April 14, 2017 at 5:29 PM
    • #59

    Trying to make a cool looking loading screen for Transit. [Blocked Image: http://i.imgur.com/IA2nFBo.jpg]

  • text_fish
    • April 14, 2017 at 5:52 PM
    • #60
    Quote from Lizard

    On 4/12/2017 at 11:29 AM, Lizard said: [Blocked Image: http://i.imgur.com/mcpVb3P.jpg]

    Lovely visuals. On a basic logistical level, it seems a bit weird to have those turnstiles on one side of the ticket-booth/hut, whilst there's a big ole opening on the other side. Maybe you could put in some sort of open concertina gate on one side of the opening to suggest that it's usually closed to the public.

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